Texto completo do manual

01

CHAPTERS
02 GAME COMPONENTS.................................................2
03 PAINT ME BLACK........................................................3
› ZOMBICIDE: INVADER...........................................................................................3
04 BLACK SQUAD ARSENAL.........................................4
STARTING EQUIPMENT......................................................................4
XNS35 "CRAWLEY" BOT. ..................................................................4
METEOR SENTRY GUN........................................................................4
05 NEW XENO: JUGGERNAUT ABOMINATION...........5
06 NEW TILES: PODS ZONES,
AND SECURITY ROOMS............................................6
POD ZONES...........................................................................................6
SECURITY ROOMS...............................................................................6
07 ADDITIONAL MISSIONS.............................................7
M1 IN INVADED TERRITORY..............................................................7
M2 AGENTS PROVOCATEURS..........................................................8
M3 OPERATION SPECTER STRIKE...................................................9
M4 THE XENO-FILES.........................................................................10
M5 SEPARATED OUT.........................................................................12
M6 XENIUM FLOWERS. .....................................................................14
M7 POWER DROP. ...............................................................................15
M8 OPERATION BAD SEED...............................................................16
M9 OPERATION BLACK DAWN........................................................17
M10 REVERSING ROLES....................................................................18
› CREDITS.................................................................................................................19
02 
GAME
COMPONENTS
6 SURVIVOR MINIATURES
AND ID CARDS
Solomon
Andrei Fiona
MariaKyle Jean
2 MACHINE
MINIATURES
XN35 "Crawley" Bot Meteor Sentry Gun
1 JUGGERNAUT
ABOMINATION MINIATURE
2

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03 
PAINT
ME BLACK
I can’t believe it’s only been 24 hours since we
intercepted the emergency call from PK-L7. I also can't
believe I fired so much ammo in the meantime.
Everything began with a search and destroy
operation in the PK system. We were about to
neutralize a spy nest when we intercepted distress
calls from PK-L7. The Xenium base we were meant
to protect from an external threat was under attack
from an internal enemy. A peaceful species called
the Xenos had suddenly turned mad, and were
killing everyone on sight. Considering the strategical
importance of this facility, it was clear things had
gone out of hand.
When central command made contact to change our
initial mission, we were already heading to PK-L7 to
offer our help and save as many people as possible.
Now our official priorities deal with investigation and
sampling alien material, to start with. We think we can
do both the good and the wet work. Just because we
wear black, doesn’t mean we’re the bad guys.
Most of the time, that is.
Black Ops is a game expansion requiring a core Zombicide
box, like Zombicide: Invader. Upgrading your game is easy:
unless otherwise stated by the chosen Mission, simply add all
Black Ops Equipment and Xeno cards to their respective piles.
Black Ops Survivors are added to the pool players can
choose from at the start of any Zombicide: Invader game.
Zombicide Missions may be played with any Survivor from
your collection!
Black Ops is an expansion to any core box from the
Zombicide sci-fi setting. Missions were designed
with Zombicide: Invader, but the content can also be
played with Zombicide: Dark Side .
3 GAME TILES (DOUBLE-SIDED)
48 TRACKERS
26 TOKENS
33 MINI-CARDS
Doors
Blue . . . . . . . . . . . . . . . . . . . . . . . .x1
White . . . . . . . . . . . . . . . . . . . . . . .x1
Machine Activation . . . . . . . . . . . . .x2
Noise . . . . . . . . . . . . . . . . . . . . . . . x12
Xenos Spawn
Red/Red . . . . . . . . . . . . . . . . . . . .x3
Red/Blue . . . . . . . . . . . . . . . . . . . .x1
Red/White . . . . . . . . . . . . . . . . . . .x1
Mold
Active/Inactive . . . . . . . . .x5
6 SURVIVOR DASHBOARDS
6 SURVIVOR
COLOR BASES
27 Equipment Cards
6 Juggernaut
Abomination Cards
3

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04 
BLACK SQUAD
ARSENAL
Our ship doesn’t carry enough firepower to deal with the
Xeno threat, but we have enough of the basic equipment
to hang around for a week. Sure, our toys are nice, but
we’ll have to “borrow” some equipment from the locals if
we want the job done. I hope we can get our hands on
a couple prototype weapons we’ve heard about being
developed here!
STARTING EQUIPMENT
Every Survivor from the Black Squadron receives both a
Blackbird SMG and a Shock Glove as Starting Equipment.
Black Squad Survivors display
this symbol on their ID card.
XN35 “CRAWLEY” BOT
Unless otherwise stated, the XN35 "Crawley" Bot follows the
same rules as other Bots, and may be used in any Mission
featuring a Bot.
NOTE: The Crawley is not able to perform Melee Actions.
METEOR SENTRY GUN
Unless otherwise stated, the Meteor Sentry Gun follows the
same rules as other Sentry Guns, and may be used in any
Mission featuring a Sentry Gun.
The Meteor Sentry Gun has a special fire mode for Ranged
Actions. Designate a target Zone at Range 1-3. No Line of
Sight is needed. The shot cannot go through walls separating
a building Zone from an exterior Zone (but can go through
interior walls).
No roll is needed: eliminate a single target in each intervening
Zone, in a straight line, from Range 1 to the target Zone.
Targeting Priority Rules apply.
The Meteor ignores Dark Zone rules (Zombicide: Dark Side)
and can fire from exterior Zones.
NOTE: A Survivor standing in the Meteor Sentry Gun’s Zone
may control it, as if they had the corresponding Skill or
Remote token.
4

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05 
NEW XENO:
JUGGERNAUT
ABOMINATION
Flying above PK-L7’s base, we quickly noticed everyone
severely underestimated the Xenos population. They are
a real swarm and move quite fast. We already spotted a
couple resistance nests. The battle is on!
It seems the Xenos are turning facilities they invaded into
a storage facility, or a nest, perhaps both. A probe we
sent transmitted an interesting information before being
destroyed: the last thing it spotted was a massive monster
roaming the infected area. Solid data about this juggernaut
is scarce, save every defense system who tried to deal
with it, failed.
Damage dealt: 3
To eliminate: see Special rules
Experience provided: 5 points
Special rules:
• A Juggernaut Abomination shares the same Targeting
Priority Order as other Abominations.
• A Juggernaut Abomination can only be killed by game
effects eliminating automatically Actors, like:
- Hellfire: Pod Explosion (P. 06) or Flamethrower from
Zombicide: Invader.
- Seismic Blast: Seismic Grenade from Zombicide: Dark Side.
- Meteor Sentry Gun
5

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06 
NEW TILES:
PODS ZONES,
AND SECURITY ROOMS
We now landed on PK-L7’s surface and entered an
invaded laboratory, turned into a Xeno hideout. We know
it won’t be empty and silent for long. We read about the
substance called “mold” in the few messages we received.
It’s disgusting, as if it had a life of its own. The news is,
mold seems to grow some… pods? These are used to store
an altered form of Xenium. A basic sampling shows it’s
unstable. To what extent?
Well, we’ll know soon. We hear beastly shouts in the distance.
Zombicide: Black Ops comes with three tiles featuring
standard rooms, along with Pod Zones, and Security Rooms.
They are ideal to create Missions featuring deep infiltration
in Xeno territory, corrupted bases, or horror-inspired games.
POD ZONES
These pods store concentrated, and highly explosive,
Xenium. Shoot at them to unleash Hellfire on Xenos!
Pod Zones are Active Mold Zones and should be treated as
such, unless otherwise specified. They follow all standard Mold
rules, such as no doors leading to them can be closed.
A Survivor may specifically select the Pods as targets
before performing a Ranged Action aimed at the Pod Zone. If
the Ranged Attack scores at least 1 hit and inflicts Damage
2 (or more), the Pods explode. A Hellfire is created in the
targeted Zone:
• All Actors and Machines are eliminated. The Survivor earns
all related Experience Points.
• Remove any Objective tokens.
• Set an Inactive Mold token on the Pod Zone.
The Inactive Mold token is removed (not flipped) as soon as
a Spoiler Abomination enters the Zone. It reverses back to a
Pod Zone, and the Pods may be shot at again!
NOTE: Pods are not affected by Friendly Fire rules, so they
cannot be detonated by accident. They are not Survivors!
SECURITY ROOMS
Security Rooms are the only Zones Survivors
with the Soldier trait may Search.
These Security Rooms work in the same way as in Zombicide:
Invader. Soldier Survivors can only perform the Search
Action in Security Rooms. Civilian Survivors are allowed to
Search there, too!
6

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07 
ADDITIONAL
MISSIONS
M1 
IN INVADED
TERRITORY
MEDIUM / 6+ SURVIVORS / 60 MINUTES
There is no evidence of human activity in the facility we’re
flying over. Yet, the shuttle’s sensors tell us about life below,
and the foreign substance reports call “Mold” can be seen
everywhere. We are in invaded territory.
We are now landing near a weapon storage
module, in order to get some fuel, new
weapons, recover data and get our first
encounter with the infected Xenos. Get your
oxygen tanks and double check your suits,
buddies, we don’t want to catch the disease!
Tiles needed: 01-R, 02-R, 08-R, 09-R,
19-R, & 21-R.
OBJECTIVES
Welcome to PK-L7! Accomplish the objectives in this order
to win the game:
1– Meet the Xenos. Take all Objectives.
2– … and kill them all! Reach the Exit with all Survivors.
Any Survivor may escape through this Zone at the end of
their Turn, as long as there are no Xenos in it.
SPECIAL RULES
• Setup. Each Survivor starts with an equipped Oxygen Tank.
• Making marks. Each Objective gives 5 Experience Points
to the Survivor who takes it. Each Red Objective on tiles 01-R
and 02-R provides a random Prototype weapon as well.
Sentry
Gun
Exit ZoneSpawn Zone Bot
Objectives
(5 XP)
Restricted areas
(Objectives grant 5 XP
and Prototype weapons)
Player
Starting Area08-R21-R
01-R09-R
02-R19-R
7

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M2 
AGENTS
PROVOCATEURS
MEDIUM / 6+ SURVIVORS / 60 MINUTES
We uploaded reports from Doctor Vivian Rigby about Xenos
activity, and transmitted them to high command. As far as
science goes, the infection itself seems harmless to humans.
Fighting behind enemy lines, however, provided us with
additional info: the Mold evolves into some kind of biological
storage for an altered, highly explosive form of Xenium.
Using these storage pods as explosive devices may halt
the Xenos’ progression on PK-L7 and turn the tide in our
favor until reinforcements come. We must give it a try on
our smaller scale. Time for good old raid tactics!
Tiles needed: 02-V, 08-V, 09-V, 19-R, 20-V, & 21-R.
OBJECTIVES
Destroy all pods! The game is won as soon as all Pod
Zones are turned to Inactive Mold Zones.
SPECIAL RULES
• Setup. Survivors are split in 2 groups as evenly as possible,
then placed at random in the indicated Player starting areas.
• Hidden gems. Each Objective gives 5 Experience Points, along
with a random Prototype weapon, to the Survivor who takes it.
Objectives (5 XP)
Spawn Zone
Sentry GunBot
Player
Starting Area20-V21-R02-V
19-R08-V09-V
8

---

M3 
OPERATION
SPECTER STRIKE
MEDIUM / 6+ SURVIVORS / 90 MINUTES
While very effective on a tactical scale, using the Xenium
pods as explosive devices on a general scale is not the
definitive solution. As soon as we evacuate, the mold is
back. Even with the local survivors’ support, it won’t be
enough to turn the tide. We now see them as opportunity
target to destroy, if it doesn’t endanger the mission.
Such preemptive strikes may have benefits, though.
Central command just told us our previous operation
prevented Xenos to overrun a data storage facility a few
sectors away, on the frontline. We must go there, extract
any sensible material we may find, and get out. We’re not
sure what our bosses are looking for, but if
we are lucky, the intel gathered along the
objectives will also help us locate survivors.
Tiles needed: 04-R, 05-V, 06-V, 08-R, 09-R,
& 20-R.
OBJECTIVES
Be quick or be dead. Accomplish the
objectives in this order to win the game:
1– Storm the sector. Reach these goals in
any order:
• Take the four Prototype weapons.
• All Pod Zones must be turned to Inactive
Mold Zones.
2– Exit like a boss. Reach the Exit with all
Survivors. Any Survivor may escape through
this Zone at the end of their Turn, as long as
there are no Xenos in it.
SPECIAL RULES
• Setup. Place the Blue and the White
Objectives randomly among the Red
Objectives, facedown.
• Grabbing sensible material. Each Objective
gives 5 Experience Points to the Survivor
who takes it. Each Red Objective provides a
random Prototype weapon as well.
• Incoming! The Blue Spawn Zone activates whenever the
Blue Objective is taken. The White Spawn Zone activates
whenever the White Objective is taken.
Sentry Gun
Spawn Zones
Exit Zone Active Mold
Objectives (5 XP)
Bot
Player
Starting Area06-V05-V
09-R08-R
04-R20-R
9

---

M4 

THE XENO-FILES
MEDIUM / 6+ SURVIVORS / 120 MINUTES
We deciphered precious information from data files we
just recovered. First and foremost, we are now able to
communicate, if not locate, with many survivors on PK-
L7’s surface. A couple files, however, immediately caught
our attention: they are linked to the spy cell we came to
eliminate in the first place.
Finding the encryption key was not that difficult, but they
double-protected their work. The spies’ received new
orders about the Xenos two days before the outbreak, and
managed to find what they came for. They were carrying
all info they gathered along their mission and were waiting
for evac, when the Xenos swept the sector. We are unsure
about the spies’ whereabouts, but the data they stole
is still there, stored in prototype weapon’s electronics.
Finding these devices, if they are still around, may provide
us with an essential puzzle piece.
Tiles needed: 01-R, 03-V, 05-R, 06-R 07-R, 08-V, 19-R,
20-R, & 21-R.
OBJECTIVES
Recovery mission. Accomplish the objectives in this order
to win the game:
1– Recover the encrypted files. Take the four Prototype
weapons.
2– Reach the extraction point. Reach the Exit with all
Survivors. Any Survivor may escape through this Zone at the
end of their Turn, as long as there are no Xenos in it.07-R19-R08-V
05-R01-R03-V
20-R06-R21-R
10

---

SPECIAL RULES
• Setup. Objectives tokens are split in two groups on tiles
01-R and 06-R. Distribute the Blue and the White Objectives
among each of them, randomly and face down.
• Time is running out. The Blue Spawn Zone activates
whenever the Blue Objective is taken. The White Spawn
Zone activates whenever the White Objective is taken.
• Unusual storage devices. Each Objective gives 5
Experience Points to the Survivor who takes it. Each Red
Objective provides a random Prototype weapon as well.
Objectives
(5 XP)
Sentry Gun
Exit Zone
Bot Spawn Zones
Player
Starting Area
11

---

M5 
SEPARATED
OUT
HARD / 6+ SURVIVORS / 90 MINUTES
We now need to find spare parts for our equipment and
shuttle. Considering the body count so far, PK-L7’s reserves
should provide these for quite some time. That is, unless
the Xenos spoils everything with mold.
We were on a quick supply job for spare parts when
the power went out. The Xenos were quick to react and
attacked us, separating the team. We would not mind
reuniting and getting out as soon as possible. By the way,
we could also use these parts, along with electronics, to fix
the shuttle’s air recycling and build a DIY washing machine.
Because, you know, black requires special handling.
Tiles needed: 03-R, 04-R, 06-R, 19-V, 20-R, & 21-V .
OBJECTIVES
A coordinated effort. Accomplish the objectives in this
order to win the game:
1– Recover the spare parts. Take all Objectives (including
the Remote Control tokens).
2– Reach the meeting point. Reach the Exit with all
Survivors and the Bot. Any Survivor may escape through
this Zone at the end of their Turn, as long as there are no
Xenos in it. The Sentry Gun must also be under control, either
by taking the Violet Remote token, or a Survivor possessing
the appropriate Skill (Remote control: Sentry Gun or Remote
control: All).
SPECIAL RULES
• Setup.
- Place the Blue Objective randomly among the Red
Objectives, facedown.
- 2 Survivors, chosen at random, are set in the designated
Player Starting Area. All other start in the second Player
Starting Area.
• Standardization as its best. Each Objective gives 5
Experience Points to the Survivor who takes it. Each Red
Objective provides a random Prototype weapon as well.
• Handle with care. The Green Spawn Zone activates
whenever the Green Objective is taken. The Purple Spawn
Zone activates whenever the Purple Objective is taken.
• No way out. The Airlock on tile 04-R cannot be crossed
until the Blue Objective has been found.
Sentry GunExit ZoneObjectives (5 XP)
Spawn Zones
Player Starting
Area (2 random
Survivors)
Bot
Player Starting
Area (other
Survivors)20-R03-R06-R
19-V04-R21-V
12

---

M6 
XENIUM
FLOWERS
HARD / 6+ SURVIVORS / 90 MINUTES
It is now clear the Xenos case won’t be solved in a matter of
days. Flying above a battleground won’t last if we don’t find a
way to sustain our energy supply and find spare parts. The
same issues applies to survivors hiding everywhere on PK-
L7. We can’t resolve to come home and let these people on
their own. And that is, without considering quarantine. Soon
enough, we’ll all have to find a way to survive.
First, the power source. The whole station sits on Xenium.
The Xenos have their own way to refine and store it: perhaps
we could use the dangerous Xenium pods to our own ends.
The surface survivors have the tools to analyze
these pods, but may not have access to them.
Making contact will be even easier if we bring
a gift to sustain what remains of PK-L7’s facility.
Tiles needed: 04-R, 08-V, 09-R, 19-V, 20-V,
& 21-V.
OBJECTIVES
Picking dangerous flowers. Accomplish the
objectives in this order to win the game:
1– Pod hunt. Take as many Xenium pods as
there are starting Survivors (see special rules).
2– Back to the shuttle. Reach the Exit with all
Survivors. Any Survivor may escape through
this Zone at the end of their Turn, as long as
there are no Xenos in it.
SPECIAL RULES
• Setup. Each Survivor starts with an equipped Oxygen
Tank.
• Remote controls. Each Objective gives 5 Experience
Points to the Survivor who takes it.
• Picking pods. Any Survivor standing in a Pod Zone may spend
1 Action to pick up a pod, earning 5 Experience Points. Set an
Objective token on the Survivor’s dashboard. It doesn’t take a
slot in the inventory, and may be traded like an Equipment card.
The Pod Zone is now exhausted: set an Inactive Mold token on
top of it.
Remember: A Pod Zone turned into an Inactive Mold
Zone reverses back to a Pod Zone, whenever a Spoiler
Abomination stands on it.
Sentry
Gun
Exit ZoneSpawn Zone
Objectives
(5 XP)
Bot
Player
Starting Area21-V08-V
04-R09-R
19-V20-V
14

---

M7 
POWER
DROP
HARD / 6+ SURVIVORS / 60 MINUTES
We now possess a succinct yet documented history of the first
days of the Xenos invasion, along with the current location of
many survivor strongholds. We must update these as soon as
possible, as they may fall or relocate at any time. The infected
Xenos are expanding faster than we thought.
For now, we located a storage facility fit to repair and
resupply our shuttle if we want to reach all our objectives
for the next days. I mean, the next weeks. On second
thought, maybe we should also revise our schedule for the
next months. No holidays ahead!
Tiles needed: 03-V, 06-R, 07-R, 19-V, 20-R, & 21-V.
OBJECTIVES
Relock and reload. Accomplish the objectives in this order
to win the game:
1– Unlimited power. Take all Objectives.
2– Regroup and exit. Reach the Exit with all Survivors. Any
Survivor may escape through this Zone at the end of their
Turn, as long as there are no Xenos in it.
SPECIAL RULES
• Setup. Survivors are split in 2 groups as evenly as possible,
then placed at random in the indicated Player starting areas.
• Batteries in mold. Each Objective gives 5 Experience Points
to the Survivor who takes it. Each Red Objective on tiles 06-R
and 07-R also provides a random Prototype weapon.
Objectives (5 XP)
Player
Starting Area07-R21-V06-R
20-R03-V19-V
Sentry Gun
Exit ZoneSpawn Zone
Bot
15 15

---

M8 
OPERATION
BAD SEED
VERY HARD / 6+ SURVIVORS / 120 MINUTES
We made contact with PK-L7’s survivors as a group of them
sent a distress call, the first to come out in days. Xenos
redefined their trajectory to them and are now besieging
their outpost. Our new friends are exhausted and starved.
They told us they possess mining explosives brought from
the mines below. We could put them to good use!
To do so, we must set explosive devices on the Xenos’
route, and divert them from the shelter long enough for
people to reinforce their defenses.
Tiles needed: 01-R, 02-R, 05-R, 09-R, 19-V, & 21-V.
OBJECTIVES
Destroy the Xeno nest. Accomplish the objectives
in this order to win the game:
1– Plant the seeds. Take the explosives (see
special rules) and plant one of them in every
marked Zone. Pay attention! Objectives may be
destroyed by Mold, compromising the Mission!
2– Watch their world burn. The game is won as
soon as no Survivor stands on tiles 19-V and 21-V.
SPECIAL RULES
• Setup.
- Each Survivor starts with an equipped Oxygen
Tank.
- Set a random Prototype weapon card in each
marked Zone, face down.
• Explosives. Each Objective gives 5 Experience
Points to the Survivor who takes it. Red Objectives
represent explosives. Set the Objective token on the
Survivor’s dashboard. It doesn’t take a slot in the
inventory, and may be traded like an Equipment card.
For 1 Action, the Survivor may set a Red Objective
token they own in one of the marked Zones. Each
Zone may only receive one explosive charge.
• Welcoming committee. Activate either the Blue or
the White Spawn Zone whenever an Actor crosses
the Airlock on tile 01-R for the first time. Set the token
on its Red side. The same is done whenever an Actor
crosses the Airlock on tile 02-R for the first time.
• Prototype weapons. Any Survivor may take a
Prototype weapon card in the Zone they stand in,
at the cost of 1 Action. Then, they can reorganize
their inventory, for free.
Player
Starting Area
Sentry Gun Objectives (5 XP)
Spawn Zones
Prototype
Weapon Card
Bot
Where to set
explosives05-R09-R
01-R02-R
19-V21-V
16

---

M9 
OPERATION
BLACK DAWN
HARD / 6+ SURVIVORS / 120 MINUTES
We guessed it right: our newfound survivor friends helped
us with the Xenium pods. The alien fuel can be turned
into an effective power source for our engines, with some
effort and material. It would be forbidden in different
circumstances, but we also shared intel to set some kind
of network for survivors. All we have to do now is getting
everyone in touch. We’ll be stronger, together.
For now, our priority is getting more pods. Everyone could
use the energy to get light, provide surgery, run computers,
grow vegetables and, well, enjoy a hot shower.
We don’t have much time, though, as Xenos fiercely protect
their pods. We have to separate in smaller teams and strike
in a chirurgical manner.
Everything I love!
Tiles needed: 03-V, 05-V, 06-R, 09-R, 20-V, & 21-V .
OBJECTIVES
Survive. Take all Objectives and Prototype
weapons to win the game.
Optional: The game is made even harder if
every Survivor has to reach the Red Danger
Level. No guts, no glory.
SPECIAL RULES
• Setup.
- Survivors are split in 2 groups as evenly as possible, then
placed at random in the indicated Player starting areas.
- Set a random Prototype weapon card in each marked
Zone, face down.
• Harvesting Xenium. Each Objective gives 5 Experience
Points to the Survivor who takes it.
• Prototype weapons. Any Survivor may take a Prototype
weapon card in the Zone they stand in, at the cost of 1
Action. Then, they can reorganize their inventory, for free.
• We are surrounded! Activate either the Blue or the White
Spawn Zone whenever a Survivor enters tile 20-V for the first
time. Set the token on its Red side. The same is done with the
remaining colored Spawn Zone, whenever an Actor enters
tile 21-V for the first time.
Sentry Gun
Objectives (5 XP)
Spawn Zones
Prototype
Weapon CardBot
Player
Starting Area09-R06-R
20-V21-V
05-V03-V
17

---

M10
  REVERSING
ROLES
VERY HARD / 6+ SURVIVORS / 90 MINUTES
Bad news. Our shuttle was badly damaged as we got
ambushed during Operation Black Dawn. It will take some
serious skill, rare parts and a lot of time to make it fly again.
Until then, we are surface dwellers with no link to central
command. No worries, we already made our choice. And
we are not alone.
For now, we have more urgent matters at hand. The Xenos’
offensive intensifies toward our position. Let’s show them
a true taste of invasion!
Tiles needed: 08-R, 19-V, 20-V, & 21-R.
OBJECTIVES
Invade the Xeno hive. Accomplish the
objectives in this order to win the game:
1– Seek and destroy. Reach these
goals in any order:
• Take all Objectives.
• All Pod Zones must be turned to
Inactive Mold Zones.
2– Run away. Reach the Exit with all
Survivors. Any Survivor may escape
through this Zone at the end of their
Turn, as long as there are no Xenos in it.
Objectives (5 XP)
Spawn Zones
Sentry Gun
Exit Zone
Bot
Player
Starting Area19-V21-R
08-R20-V
18

---

SPECIAL RULES
• Reclaim our legacy. Each Objective gives 5 Experience
Points to the Survivor who takes it. Each Red Objective
provides a random Prototype weapon as well.
• Keep them coming! Both the Blue and the White Spawn
Zones activate as soon as a Pod explodes. Turn them on
their Red side.
CREDITS
GAME DESIGNERS:
Raphaël GUITON, Jean-Baptiste
LULLIEN, and Nicolas RAOULT
LEAD PRODUCER:
Thiago ARANHA
PRODUCTION:
Patricia GIL , Thiago GONÇALVES ,
Guilherme GOULART , Aaron
MONTGOMERY , Isadora LEITE , Renato
SASDELLI, Bryan STEELE , and Safuan
TAY
DEVELOPMENT:
Fábio HIRSCH
ART:
Adrian SMITH, Henning LUDVIGSEN ,
Saeed JALAB i, Pedro NUÑEZ ,
Adrian PRADO , and Alexandre CANO
RODRIGUEZ
LEAD GRAPHIC DESIGNER:
Mathieu HARLAUT
GRAPHIC DESIGN:
Louise COMBAL and Marc BROUILLON
BIGCHILD ART DIRECTOR:
Jose Manuel PALOMARES
SCULPTING MANAGER:
Hugo GÓMEZ
SCULPTORS:
Daniel FERNÁNDEZ-TRUCHAUD , Lua
GARO, Alex MUÑOZ MARTIN , David
ARBERAS RECONDO , Adrián RIO
MOURE, and Raul FERNANDEZ ROMO
WRITING:
Eric KELLEY
EDITING:
Colin YOUNG and Hervé DAUBET
PUBLISHER:
David PRETI
PL AY TEST:
Rod MENDES , João José GOES ,
Caio QUINTA , Julio CAMPOS , Mario
CIOFFI, Ricardo LIMONETE , Flavio
OOTA, Rodrigo SONNESSO, and Pedro
YOUKAI
© 2019 CMON Global Limited, all rights reserved. No part of
this product may be reproduced without specific permission.
Guillotine Games, and the Guillotine Games logo are
trademarks of Guillotine Games. Zombicide, CMON, and the
CMON logo are trademarks of CMON Global Limited. Actual
components may vary from those shown. Made in China.
THIS PRODUCT IS NOT A TOY.
NOT INTENDED FOR USE OF PERSONS 13
YEARS OF AGE OR YOUNGER.
19

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TARGETING
PRIORITY
NAME ACTIONS
MIN DAMAGE
TO ELIMINATE
EXPERIENCE
EARNED
1
TANK/ ABOMINATION 1 2/3 (3/4)* 1/5
2
WORKER 1 1 (2)* 1
3
HUNTER 2 1 (2)* 1
TARGETING PRIORITY ORDER
When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.
GAME ROUND SUMMARY
GAME RULES OVERRIDE THIS ROUND SUMMARY.
EACH ROUND BEGINS WITH:
01 - PLAYERS’ PHASE
The first player activates all of their Survivors, one after the
other, in any order. When they’re done, the next player’s Turn
begins. Play clockwise. Each Survivor has 3 Actions to spend,
chosen from the following list. Unless otherwise stated, each
Action may be performed several times per Activation.
• Move: Move 1 Zone (spend extra Actions if there are Xenos).
• Search (1x per Turn): In a room Zone free of Xenos only. Draw
a card from the Equipment deck. Soldiers can only Search in
Security Rooms.
• Door Activation (FREE, 1x per Turn): Place or remove a
closed door token on a door opening in a Zone the Survivor
occupies. Not in a Mold Zone or if there's a destroyed door.
• Reorganize/Trade:
Exchange Equipment with another Survivor standing
in the same Zone. You can trade however you want – it
doesn’t have to be even (may trade Remote tokens).
Attach/Detach Equipment cards: Plenty of Bullets for
Bullets weapons, Energy Cell for Energy weapon.
• Combat Action:
Melee Action: Equipped Melee weapon required.
Ranged Action: Equipped Ranged weapon required.
• Take or Activate an Objective in the Survivor’s Zone.
• Make Noise: Put a Noise token in the Survivor’s Zone.
• Do Nothing: Any remaining Actions are lost.
• Machine Actions: The corresponding Skill or Remote Control
token is needed. A Sentry Gun may be controlled by any Survivor
in the same Zone. The Survivor’s Skills don’t apply to the Machine.
Move (Bot only)
Melee Action (Melee weapon required)
Ranged Action (Ranged weapon required)
WHEN EVERY PLAYER HAS FINISHED
02 - XENOS’ PHASE
STEP
1 – ACTIVATION: ATTACK OR MOVE
All Xenos spend 1 Action doing 1 of these 2 things:
• Xenos in the same Zone as at least 1 Survivor Attack them.
• The Xenos who didn’t Attack, Move instead. Each Xeno favors
visible Survivors, then Noise. Choose the shortest path,
ignoring closed doors. If several paths share the same length,
split the Xenos in equal groups (any uneven Xenos goes with
one of the groups of your choosing). If there’s a closed door in
the way, Xenos spend their action destroying it instead.
NOTE: Hunters get 2 Actions per Activation. Once all Xenos
have taken their first Action, Hunters go through the Activation
Step again to resolve their second Action.
STEP 2 – SPAWN
• Always draw Xeno cards for all Spawn Zones in the same
order (play clockwise).
• Danger Level uses: Highest Danger Level among the Survivors.
• No more miniatures of a specified type (except Abominations):
Place the remaining ones. Then, all Abominations get 1 extra
Activation (Driller Abominations drill a Pit instead). Finally, place
a Driller Abomination in 1 Spawn Zone.
03 -  END PHASE
• Remove all Noise tokens from the board.
• The next player receives the First Player token (play clockwise).
* For Driller Xenos standing on an Open Pit Zone at Range 1+ (see Zombicide: Dark Side rulebook P. 20).

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